parents: 玩法原型
children: Convergent Goals vs. Divergent Goals, Multiple Paths Race
aliases: Race Archetype
赛跑原型
- 定义:赛跑是一种以“更早达成一个或多个预设目标”为胜利条件的 PVP 范式。
- 例子:赛车游戏,麻将,斗地主,自走棋的发育阶段。
- 赛跑范式的核心是“第一个达成目标 X”,而非具体的表现形式。这个“目标”可以是:
- 终点线: Mario Kart
- 资源阈值: 谁先攒到 10 个金币 (桌游)
- 摧毁对手基地: StarCraft
- 耗尽对手生命值: Hearthstone (某种意义上,血量就是倒计时的赛道)
- 默认路径: 玩家的首要任务是推进自身的游戏进度,而非阻碍他人。
- 获胜的核心: 获胜的关键在于以更高的效率(时间、资源、动作)达成目标。
- 互动:根据游戏规则允许的干扰程度,赛跑游戏可以从“和平的优化竞赛”延伸到“残酷的破坏性竞争”。
欲了解关于此主题的完整知识结构和深度分析,请见赛跑原型研究
Race Archetype
The Race Archetype is a Game Archetype where the Victory Condition is to be the first to achieve a predefined goal.
It is considered one of the PvP 玩法的三种原型.
Define
- Core Principle: The essence is “first to Goal X,” not the specific form of the race. The primary focus is on advancing one’s own progress.
- Path to Victory: Winning is about achieving the goal with greater Efficiency (e.g., in time, resources, or actions).
- Spectrum of Interaction: Race games exist on a spectrum, from peaceful optimization contests to destructive competitions, depending on the allowed level of Player Interaction.
The Goal
The “goal” in a race can take many forms:
- Crossing a Finish Line: As in racing games like Mario Kart.
- Reaching a Resource Threshold: For example, being the first to gain 10 gold in a board game.
- Destroying an Enemy Base: Like in StarCraft.
- Depleting Enemy Health: As in Hearthstone, where health acts as a countdown track.
Design Dimensions
- Goal
- Path
- Engine
- Rubber Band
Design Patterns
Examples
- Racing Games
- Mahjong
- Dou Di Zhu
- The economy-building phase of an Auto-battler.